I would like to get a list together of the exact killer+ effect we get on each piece of gear and food. Now that we have our AF3+2 we can do this( for every 2 killer+ we get +1% damage done). So far this is what I have tested, I would really like to see what some more exotic food might do.

If you're still interested in this, I added everything I could get my hands on to bgwiki. I'm still missing a few obscure pieces of food and the level 50~55 Garrison Killer earrings, along with the Maze Monger weapons.

SE has been pretty consistent with killer effects across groups. If we could test one earring (both ways) and one Maze Mongers weapon (Koggle or Barkborer), it would knock a lot of the list out. I can also probably eliminate Shrimp Cracker/+1, Byakko's Axe, and Seiryu's Sword without even testing them because they're party of "families" that we already know the value for.

SE has been pretty consistent with killer effects across groups. If we could test one earring (both ways) and one Maze Mongers weapon (Koggle or Barkborer), it would knock a lot of the list out. I can also probably eliminate Shrinp Cracker/+1, Byakko's Axe, and Seiryu's Sword without even testing them because they're party of "families" that we already know the value for.

The Killer Effects testing in the BG Random Facts Thread is awesome. :D I double-checked some of'em when I was testing Vermin Earring, and I got identical results on pretty much everything.

There was one item that I checked out though, Bibiki Seashell, which I saw reported as having +5 Aquan Killer, but when I tested it, I saw only +2 Aquan Killer (1026 dmg on Slasher without, 1036 dmg with, 1% dmg increase). Haha, nevermind, I must've screwed that up. ~_~

With regards to Bird Killer effects, do you think there's a possible cookie/cracker that has a Bird Killer bonus that we haven't found yet...? :) I think every other BST killer trait has a food associated with it.

Another Edit: Did some Demon Killer testing with Sanctus Rosary and Hellsteak, targeting Gruesome Gargouille in Vunkerl[A]:

Sanctus Rosary: 1040 without, 1050 with (1% damage boost, so +2 Demon Killer) Hellsteak: 1033 without, 1033 with (didn't detect any damage increase with this food, and no sign of any intimidation procs after an hour of testing)

With regards to Dragon Killer effect however (tested on Peapuks):

Hellsteak: 1184 dmg without, 1179 dmg with (This made no sense to me, but I triple-checked my numbers, and I thought I was on the right track with this one because there were a number of intimidation procs going on at the same time...)

Added Panther Mask +1 (same killer amount as NQ). I have a friend who did a lot of MMM when it came out, so I will try to get a weapon by going with him.

Naval/Rogue Rice Ball is testable on BST using the Riceball Atma, but they have not sold on my server since 2005. Many of the ones BST cannot use would have to be done by just pulling a crowd of low level monsters of the right type on something/RDM and parsing it.

By the way, the most recent test server update seems to have broken it for me. Is it the same for you?

After 10 hours of casket farming in Ro'Maeve (*shakes fist*) and, thankfully, a 1/1 encounter with Mr. Erebus, I now have Diana Corona and Nyx Gorget for Arcana Killer testing. I conducted these on the Spheroids in Mis Coast[A]. [Edit: Oh, and it wasn't a Full Moon, so there was no MAB involved.]

Diana Corona+Nyx Gorget testing: 1114 without, 1160 with Diana Corona+Nyx Gorget (4% damage increase, and the only way to achieve +8 Arcana Killer is if Diana is +5 and Nyx is +3, yes?)

Therefore,

Diana Corona is +5 Arcana Killer effect Nyx Gorget is +3 Arcana Killer effect And from this test I would assume that the Sanctus Rosary was Demon Killer +3 (I can test for sure once I can get Flawless Ribbon, either on the test server or main server).

We went with the harder = higher drop rate rule of thumb in MMM, and allow me to inform you that the monsters there can still be pretty ridiculously tough. Killed a beetle with infinitely high defense on BLU + WAR + DNC + WHM. If it wasn't for the BLU's breaths, it would have been a very long fight.

Would the blu traits stack with the bst native traits? I guess even if not could test undead killer anyway since bst doesn't get it natively

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lolgaxe wrote:

When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

I still haven't managed to get ahold of a MMM weapon. It seems everyone that I knew who actually did the event quit a long time ago and no one wants to put in the time to build Marbles and buy the useful Runes (including myself). I figure testing a single NQ/HQ BLU sword pair would be enough for me to knock them all off the list. If we could eliminate those two sets of items, the list would look like this:

I have been trying to get Vampiric Boots (and then the plan is to get Vampiric Mitts) but without luck. I'm over 0/40 on them now. I guess I can switch to Mitts and see if I have any more luck there so I can test it.

The main complication with doing the test for this boon is that there are basically no other Vermin in any of the Meeble missions (the majority are lizard/amorph). And then there's the fact that Goldenwing is an NM, which means using the idea sorted outin these posts (tl;dr, Killer Effects are chopped to 2/3rds potency against NMs).

300 TP Cloudsplitter is 6 fTP without fTP boosting gear (gorget/belt), which I assume you weren't using because your base one was 924 damage (154 base damage). It has no fINT, which makes it great for these tests. It also is 40% STR / 40% MND.

I'd conclude that it is +7% damage in the Beast Trousers case because +6% damage doesn't work out cleanly, but something else must have changed. Do you use Hrafn Hose normally or something?

edit: Actually, upon closer examination I see that the Palimpset also has WS damage Bonus attached to it, which means that the base case being divisible by 6 must have just been luck. In this case you'd expect base damage changes to be multiplied further, which makes the seemingly low base damage in the final case all-the-more confusing.

I don't otherwise know how to explain the low damage. You've obviously displayed a powerful grasp of the formula behind Cloudsplitter! So... would some sort of -DT on Goldenwing explain it? :o And I'm not sure if we had the WS damage+ boon or not... When you trade a Palimpsest to the grimoire you choose which buff you want out of the three options.

Last case: 180 base damage, 1080 damage expected and 1001 observed. 12.5% damage reduction from 1080 gives us 945 expected and +6% damage from that gives us 1001 damage. So Beast Trousers +1 did not add any additional damage.

So you start out with (15+X%) Killer potency and get a 6% damage increase. We know that there has to be some kind of NM related adjustment here, but we don't really know what so we can't say the value of X with absolute certainty until the test is repeated without a Palimpsest. However, if you're correct in assuming about 2/3 normal killer potency then we'd be looking at +3~4% from the Palimpsest, right?

So you start out with (15+X%) Killer potency and get a 6% damage increase. We know that there has to be some kind of NM related adjustment here, but we don't really know what so we can't say the value of X with absolute certainty until the test is repeated without a Palimpsest. However, if you're correct in assuming about 2/3 normal killer potency then we'd be looking at +3~4% from the Palimpsest, right?

I'm pretty confident about the 2/3rd Killer potency! And I think you can extend the possible range of Palimpsest (what an annoying word to type!) effectiveness to +3~5% because even at the maximum potential of that range the Beast Trousers would pump the overall Killer Effects to +21% - and then 21% * 2/3 = 13%, 13%/2 = 6%. I went into the test assuming that the boon would be approximately as effective as food-related killer effects, and 5% is a common one...

So, ok, I'll do the test again someday and I'll get some numbers without the boon in place - and maybe another sample where I push Killer Effects to reach that +7% damage threshold. Thanks for the detailed info, Byrth!

Finally got Vampiric Mitts. I took them to Nachzehrers in KRT (no Double Attack), cast Phalanx, and parsed it. 97 intimidations out of ~2000 attacks, or a 5% intimidation rate. It could also technically be 4% (though it's far less likely), but this is good enough for current testing methods.

In addition to Vampiric Mitts, I hammered out Templar Mace (2%), Fowling Earring (3%), and Staurobow NQ (1%). I again checked my LS and found that no one has any significant MMM experience. Port Jeuno shouting was similarly unsuccessful. The two primary classes of things still unknown are BLU swords and MMM weapons. If we get an NQ/HQ BLU sword pair and any of the MMM weapons, I'd fill them all in and call it "good enough." That would eliminate 18 of the 31 remaining untested Killer items.

Edit: I noticed my mule actually has both BLU and Beast Slayer (from the ZNM Qiqirn), so I tested that against Rarabs and found a 15% Beast Killer proc rate. Iirc, that makes it the most potent killer equipment in the game. Unfortunately, I doubt it generalizes to the other weapons. I've heard 4-5% thrown around for the NQ/HQ BLU sword pairs.

I also decided to test BLU job traits. Beast Killer (2 spells) came out at 8% flat (excluded 9%). Beast Killer (4 spells) hung out at 10% for a long time, then drifted down to 9%. I don't know what it's going to do from here, but I've put my mule on "Away" and I'm leaving him in a corner with Rarabs.

Edit 2: It drifted down to 8% flat after over 50,000 swings. Also, I just noticed that Vendetta doesn't come from MMM so I've adjusted the numbers above accordingly.

I did manage to get a Maze for Kogglemander on three characters, so hopefully I can get a sword to test out of it in the coming weeks.

Also, I did CS Apollyon II on DNC/SAM with Red Curry Buns and Warding Circle up most of the time (17% Killer anticipated). I parsed a little north of 5%, which indicates that killer potency is likely 1/3-strength in there.

Well, they're definitely flagged as Notorious Monsters (I didn't /check them, but I assume you get the Impossible to Gauge! message). :)

The numbers don't work out exactly, but it's very obvious that there is again an approximate 1/3 reduction in Killer Effect% potency. It's probably not exactly 1/3rd, or my rounding isn't correct, but you can see the results and help me out. This is against the Demon-y demons, DRK, BLM, PLD (ignored the RDM and Finale'd the PLD's Shell).

If the Killer Effects were chopped to 2/3rds, I would've guessed 9% effective KE, but it gave numbers that reflected 10% effective KE. Now I add Warding Circle for +5% Circle damage and +5% Killer Effect. Since my Killer Effects are at 19%, I presume it will be cut down to 12.66%, rounded down to 12%.

To come back to this: Floor(14*X,1) = 5% {X must be between 5/14 and 3/7} Floor(15*X,1) = 5% {X must be between 1/3 and 2/5} Floor(19*X,1) = 6% {X must be between 6/19 and 7/19} Floor(20*X,1) = 6% {X must be between 3/10 and 7/20} Floor(22*X,1) = 7% {X must be between 7/22 and 4/11} Floor(23*X,1) = 7% {X must be between 7/23 and 8/23}

This is very hard to fit linearly, especially because 8/23 is smaller than 5/14 which means that those ranges don't overlap. This could be caused by flooring, but not in any way I can figure out. Another thing that we don't know is whether or not Circle potency is attenuated as well. If Circle potency drops to 4% against those monsters then we might be off by 1% in our assessment of Killer potency. If that was the case, then 37.5% (3/8) would fit as the modifier. To confirm this, you would need to do a Cloudsplitter with and without Circle up while not wearing AF3+2 body.

Additionally, Vendetta is 5% Beast Killer so that one can be crossed off. I get another 3 shots at Kogglemander tonight.

This is very hard to fit linearly, especially because 8/23 is smaller than 5/14 which means that those ranges don't overlap. This could be caused by flooring, but not in any way I can figure out. Another thing that we don't know is whether or not Circle potency is attenuated as well. If Circle potency drops to 4% against those monsters then we might be off by 1% in our assessment of Killer potency. If that was the case, then 37.5% (3/8) would fit as the modifier. To confirm this, you would need to do a Cloudsplitter with and without Circle up while not wearing AF3+2 body.

When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.